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mod compat

Changes

  • Fixed minimum damage dealt by Factory-Spawned parasites causing mobs to not drop XP if the minimum damage instantly kills them.

    • This was only ever really an issue for the Acid Bath Nade.
  • Fixed rendering issue with Electrobob's Wizardry, as of recent updates. Citzern will be blamed

  • Fixed Champions not dropping champion loot if a Factory-Spawned parasite killed the champion.

  • Fixed Infernal Mobs not dropping Infernal Mob loot whenever a Factory-Spawned parasite kills them.

What's a hotfix?

Changes

  • Moved the Colony distance requirement to Factory Behavior, from the Factory's entry in mobs.

    • The requirement can also be turned off now.
  • The "Missing Colony" text should no longer overlap with the Retrieve biomass text in the UI.

  • The Fall Resistance config option now affects any damage that uses the same source as fall. It also reduces Elytra Collision Damage.

    • This differs from standard parasite fall resistance a little bit.
    • This is done via an inverse fall distance calculation based on the damage taken. So
  • Renamed the Targetting Expansion category in the config to Mod Compatiblity.

    • I'd advise checking that category if you made any changes to Targetting Expansion, such as disabling the Lycanites Mobs compatibility (for some reason)
  • Fixed Realistic Torches incorrect item ids in the Item Trades.

  • Fixed spontaneous targetting issues. It now requires both the player and target to be visible to the parasite.

  • Alerting other parasites now works a bit differently.

    • Attacking a mob that has Embolism will not cause parasites to attack it, provided it isn't fighting back.
    • Parasites will retain their current attack target provided you are not actively harming or being harmed by the enemy.
      • If you are, they will switch attack targets.
  • A new entry has been added to the guidebook to explain targeting behavior more thoroughly.

  • Embolism now halves movement speed for its duration. This slowdown is stronger the higher the amplifier.

  • Fixed Epic Siege Mod causing parasite player following AI to break.

    • I have also included a fix for general parasite following AI, since that broke too.
  • Fixed Epic Siege Mod griefing and digging AI causing parasites to break blocks regardless of Phasing.

    • Griefing AI will not target parasitic light sources. This can be reenabled in the config if that's what you want, for some reason.
  • Also added a check to Epic Siege's targeting AI if it ever somehow gets applied to a parasite. This can be restricted to Parasite Players if one so desires, but I doubt it will have much impact regardless.

  • Fire no longer allows block breaking in range of a Dendritus.

  • The UI can now be shifted up or to the right (in units of pixels) via the config.

Config Changes

  • Renamed Targetting Expansion to Mod Compatiblity, some descriptions have changed.

  • Mod Compatibility - Epic Siege Targeting Module - Enables the Epic Siege Targeting AI modification, preventing parasites from being targeted by parasites using Epic Siege AI.

  • Mod Compatibility - Epic Siege Targeting Fix Players Only - Restricts the Epic Siege Targeting AI modification to only exempt parasite players, not other parasites. Disabled by default.

  • Mod Compatibility - Epic Siege Griefing Module - Enables Epic Siege Griefing AI modification.

  • Mod Compatibility - Epic Siege Griefing Cotesia Blocks - Allows parasites to passively grief parasitic blocks from this mod, such as Gloom Torches. Disabled by default since that goes against the point of those blocks.

  • Mod Compatibility - Epic Siege Digging Module - Enables Epic Siege Digging AI modification.

  • Factory Behavior - Item Trades - realistictorches:lit_torch to realistictorches:torch_lit realistictorches:unlit_torch to realistictorches:torch_unlit

  • Client - Overlay Rightward Shift & Overlay Upward Shift - Shifts the Parasite Player overlay UI up and to the right. Units are pixels, so it may look different at different UI scales. Negative values are possible, but not recommended.

  • Factory Behavior - Colony Requirement - Whether Pre-eminent or higher-tier Factories need an active Colony to produce parasites.

== Mobs

  • Moved Minimum Colony Distance from Factory to Factory Behavior.

== 1.1.3 Changelog == Procrastination

Changes

  • The mod will no longer launch on SRP v1.9.20 or below. It will mention the requisite version needed on launch, but it won't go any farther.

  • Added Ink Sacs to the Assimilated Squid extra drops.

  • Parasite Players can use Glass Bottles obtain Dragon's Breath from Toxic Clouds generated by the Assimilated Ender Dragon and its severed head.

    • This works just like getting Dragon's Breath from a normal Ender Dragon cloud.
  • Parasite Players can no longer attack parasite weak points. No clue how I missed this.

  • Dirty Needles no longer work on Enhanced Mobs, or mobs that are permanently COTH immune, such as Skeletons.

  • SRP's COTH resistance is now synced from server to client, in most cases.

    • This means the COTH particles will no longer render for COTH immune mobs, such as Skeletons or Creepers.
  • Fixed biomass being wasted if an invalid extra drop config was used. This should also remove the log spam.

  • Making parasite drops with a Factory no longer requires doMobLoot to be true.

    • This can be reenabled, if you desire.
  • Fixed the Maul and Scythe harming parasites if you are a parasite.

  • Fixed Beckons spawned by Stage IV Beckons not inheriting the Factory-Spawned tag.

  • Fixed Phase Boosters not working if they were set to apply globally in the configs.

  • The Assimilated Squid and Assimilated Ender Dragon Factories can no longer receive the Breaching enchantment. No clue how those got in there.

  • Wells will no longer spawn in The End

  • The damage calculation for Parasite Players has been tweaked to better match other parasites.

    • If a Parasite Player somehow becomes immune to fire (This is the immunity that entities like Blazes have, NOT the Fire Resistance effect or related phenomena), onFire and inFire will be cancelled.
      • This is likely to never actually happen. If it somehow does, though, there you go.
    • Attacks will only be counted as fire damage if the source was onFire or inFire, like with other parasites.
    • Damage should now be tripled if it severs a parasite player's secondary head. This does not affect absorption hearts.
    • The general ordering of calculating inhibitors such as Adaptations and the Damage cap now match other parasites much more closely.
  • From here, I'm going to be Pivoting the conversation from bugfixes.

  • Raised the Factory's enchantability to 12.

  • The Living and Sentient Pick-axe now harvest cobwebs, bushes, crops, and vines at 20x the tool's efficiency.

    • The Sentient Pick-axe now harvests parasitic blocks at 8x the speed, as opposed to the Living Pick-axe's mere 2x speed.
    • They also no longer consume durability when mining such blocks, as well as any parasitic block in general.
    • The Chitin mining speed bonus is now 16x/8x for the Sentient and Living Pick-axe, respectively.
  • Parasites will now automatically attack any mob that is targetting a Parasite Player and gets any closer than 30 blocks.

    • This will only work if you are above or at their Tier (or you made them), you are visible to the parasite, and if you are not hiding.
    • It may take them a second to catch on, though.
  • Throwing has been renamed to Augment: Throwing. This doesn't affect its id, though.

  • New Enchantment: Dense Tissue

    • Raises maximum HP for spawned parasites by 20% per level. Maxes out at level V (5), the resulting parasite will have double max hp.
    • Also affects the Factory itself, raising its HP. Only really impactful for high tier Factories, though.
    • This enchantment has a rarity of Uncommon.
  • New Enchantment: Rarefaction

    • Causes The Masticator to occasionally not consume a Fetid Canister.
    • The chance increases by 10% per level, up to 50%
    • This enchantment has a rarity of Very Rare
  • New Treasure Enchantment: Augment: Acid Bath

    • Massively increases the size and damage of the Wraith Nade.
    • 15x the radius/fuse time, and 6x the damage. Also multiplies the Minimum Damage.
    • Larger nades generally take much longer to deploy
    • The Nade model is scaled by 1.5x for these nades, to accurately convey their size to the player.
    • The Nade will also not collide with blocks. It will instead only fall for a full second, then it will float.
    • This enchantment has a rarity of Very Rare, not that it matters.
  • Factories of the same bound parasite (or both unbound) can now be combined in an anvil. Doing so will combine their enchantments like any other tool.

    • Factories will also now retain their anvil repair cost when placed and picked back up.
    • Note that I didn't mention Tier at all. Factories of different tiers can be merged, the one in the left slot determines the tier of the resulting factory.
      • Don't forget: you can change a factory's tier by binding it to a parasite of the desired tier.
  • Enchanted Factories now have the enchantment glint render for their bound parasite's spawn item.

    • Additionally, the custom glint now renders on the itemized Factory itself, as if it were placed.
  • The custom Enchantment Glint for Factories can now be disabled, if desired. The option is client sided.

    • This also includes the glint on the spawn item.
  • Parasite Players can now see invisible parasites. They will be partially transparent.

  • Following AI for Flying Parasites has been improved.

    • Flying parasites will attempt to maintain their elevation unless they cannot see the player.
      • This DOES NOT apply to the Macabre Pearl's teleportation. While the logic is affected, the parasite will always be teleported to the player's position.
    • Their teleport distance, and maximum following distance, is much higher than that of grounded parasites.
      • They usually won't teleport to you unless you are in a more closed environment.
  • The other Preeminents now have increased fuse times, they are all increased by 4000 ticks now

  • The Masticator now deals 8 bouts of Minimum Damage each time it attacks an entity, in a single tick, every four ticks.

    • In other words, I have octupled its damage, and that damage is True Damage.

Clarifications

  • The Vagrant Divining Rod is repaired with Altered Tendons.

  • The Living Pickaxe requires Toxic Lungs to repair, not Altered Tendons.

Config Changes

  • Well Settings - Dimension Blacklist - Added "1", or The End.

  • Client - Render Factory Entity Glint - Whether a Factory will render the custom Enchantment Glint when placed.

  • Client - Render Factory Item Glint - Whether a Factory will render the custom Enchantment Glint if it is an item.

  • Client - Render Factory Spawn Item Glint - Whether a Factory will render the vanilla Enchantment Glint on its bound parasite's spawn item.

  • Biomass - Parasite Cost Settings - "srparasites:wraith|5|640|4000", "srparasites:bomber_heavy|5|640|4000", "srparasites:carrier_colony|5|640|4000",

  • Enchantment - New Categories: Dense Tissue, Rarefaction, and Acid Bath.

  • Factory Behavior - Extra Parasite Drops - added "srparasites:sim_squid+minecraft:dye;50;2;false"

  • Factory Behavior - doMobLoot For Drops - Whether making parasite drops using a Factory requires the doMobLoot gamerule to be true.

Procrastination

Changes

  • The mod will no longer launch on SRP v1.9.20 or below. It will mention the requisite version needed on launch, but it won't go any farther.

  • Added Ink Sacs to the Assimilated Squid extra drops.

  • Parasite Players can use Glass Bottles obtain Dragon's Breath from Toxic Clouds generated by the Assimilated Ender Dragon and its severed head.

    • This works just like getting Dragon's Breath from a normal Ender Dragon cloud.
  • Parasite Players can no longer attack parasite weak points. No clue how I missed this.

  • Dirty Needles no longer work on Enhanced Mobs, or mobs that are permanently COTH immune, such as Skeletons.

  • SRP's COTH resistance is now synced from server to client, in most cases.

    • This means the COTH particles will no longer render for COTH immune mobs, such as Skeletons or Creepers.
  • Fixed biomass being wasted if an invalid extra drop config was used. This should also remove the log spam.

  • Making parasite drops with a Factory no longer requires doMobLoot to be true.

    • This can be reenabled, if you desire.
  • Fixed the Maul and Scythe harming parasites if you are a parasite.

  • Fixed Beckons spawned by Stage IV Beckons not inheriting the Factory-Spawned tag.

  • Fixed Phase Boosters not working if they were set to apply globally in the configs.

  • The Assimilated Squid and Assimilated Ender Dragon Factories can no longer receive the Breaching enchantment. No clue how those got in there.

  • Wells will no longer spawn in The End

  • The damage calculation for Parasite Players has been tweaked to better match other parasites.

    • If a Parasite Player somehow becomes immune to fire (This is the immunity that entities like Blazes have, NOT the Fire Resistance effect or related phenomena), onFire and inFire will be cancelled.
      • This is likely to never actually happen. If it somehow does, though, there you go.
    • Attacks will only be counted as fire damage if the source was onFire or inFire, like with other parasites.
    • Damage should now be tripled if it severs a parasite player's secondary head. This does not affect absorption hearts.
    • The general ordering of calculating inhibitors such as Adaptations and the Damage cap now match other parasites much more closely.
  • From here, I'm going to be Pivoting the conversation from bugfixes.

  • Raised the Factory's enchantability to 12.

  • The Living and Sentient Pick-axe now harvest cobwebs, bushes, crops, and vines at 20x the tool's efficiency.

    • The Sentient Pick-axe now harvests parasitic blocks at 8x the speed, as opposed to the Living Pick-axe's mere 2x speed.
    • They also no longer consume durability when mining such blocks, as well as any parasitic block in general.
    • The Chitin mining speed bonus is now 16x/8x for the Sentient and Living Pick-axe, respectively.
  • Parasites will now automatically attack any mob that is targetting a Parasite Player and gets any closer than 30 blocks.

    • This will only work if you are above or at their Tier (or you made them), you are visible to the parasite, and if you are not hiding.
    • It may take them a second to catch on, though.
  • Throwing has been renamed to Augment: Throwing. This doesn't affect its id, though.

  • New Enchantment: Dense Tissue

    • Raises maximum HP for spawned parasites by 20% per level. Maxes out at level V (5), the resulting parasite will have double max hp.
    • Also affects the Factory itself, raising its HP. Only really impactful for high tier Factories, though.
    • This enchantment has a rarity of Uncommon.
  • New Enchantment: Rarefaction

    • Causes The Masticator to occasionally not consume a Fetid Canister.
    • The chance increases by 10% per level, up to 50%
    • This enchantment has a rarity of Very Rare
  • New Treasure Enchantment: Augment: Acid Bath

    • Massively increases the size and damage of the Wraith Nade.
    • 15x the radius/fuse time, and 6x the damage. Also multiplies the Minimum Damage.
    • Larger nades generally take much longer to deploy
    • The Nade model is scaled by 1.5x for these nades, to accurately convey their size to the player.
    • The Nade will also not collide with blocks. It will instead only fall for a full second, then it will float.
    • This enchantment has a rarity of Very Rare, not that it matters.
  • Factories of the same bound parasite (or both unbound) can now be combined in an anvil. Doing so will combine their enchantments like any other tool.

    • Factories will also now retain their anvil repair cost when placed and picked back up.
    • Note that I didn't mention Tier at all. Factories of different tiers can be merged, the one in the left slot determines the tier of the resulting factory.
      • Don't forget: you can change a factory's tier by binding it to a parasite of the desired tier.
  • Enchanted Factories now have the enchantment glint render for their bound parasite's spawn item.

    • Additionally, the custom glint now renders on the itemized Factory itself, as if it were placed.
  • The custom Enchantment Glint for Factories can now be disabled, if desired. The option is client sided.

    • This also includes the glint on the spawn item.
  • Parasite Players can now see invisible parasites. They will be partially transparent.

  • Following AI for Flying Parasites has been improved.

    • Flying parasites will attempt to maintain their elevation unless they cannot see the player.
      • This DOES NOT apply to the Macabre Pearl's teleportation. While the logic is affected, the parasite will always be teleported to the player's position.
    • Their teleport distance, and maximum following distance, is much higher than that of grounded parasites.
      • They usually won't teleport to you unless you are in a more closed environment.
  • The other Preeminents now have increased fuse times, they are all increased by 4000 ticks now

  • The Masticator now deals 8 bouts of Minimum Damage each time it attacks an entity, in a single tick, every four ticks.

    • In other words, I have octupled its damage, and that damage is True Damage.

Clarifications

  • The Vagrant Divining Rod is repaired with Altered Tendons.

  • The Living Pickaxe requires Toxic Lungs to repair, not Altered Tendons.

Config Changes

  • Well Settings - Dimension Blacklist - Added "1", or The End.

  • Client - Render Factory Entity Glint - Whether a Factory will render the custom Enchantment Glint when placed.

  • Client - Render Factory Item Glint - Whether a Factory will render the custom Enchantment Glint if it is an item.

  • Client - Render Factory Spawn Item Glint - Whether a Factory will render the vanilla Enchantment Glint on its bound parasite's spawn item.

  • Biomass - Parasite Cost Settings - "srparasites:wraith|5|640|4000", "srparasites:bomber_heavy|5|640|4000", "srparasites:carrier_colony|5|640|4000",

  • Enchantment - New Categories: Dense Tissue, Rarefaction, and Acid Bath.

  • Factory Behavior - Extra Parasite Drops - added "srparasites:sim_squid+minecraft:dye;50;2;false"

  • Factory Behavior - doMobLoot For Drops - Whether making parasite drops using a Factory requires the doMobLoot gamerule to be true.

I have decided to push off the Well rework for a bit while I do some housekeeping on mechanics that I have neglected. A major one being the Patchouli book. Most of this update was dedicated to that specifically.

Changes:

  • Retextured the Tier 0 Factory to match the new Rupter and Mangler textures.

  • Fixed an issue where parasites killing mobs would add Points Contributed during a phase cooldown

  • Fixed Factories being unable to upgrade Bolsters, as well as an accidental duplicate path for the Longarms.

  • Fixed the Dismissal System failing to detect Beckons in some cases. Also fixed a couple of other minor bounding box related issues.

  • Fixed Parasite Players not getting loot whenever one of their parasites, or their deployed Latch, kills an entity.

    • Extra care has been put in to make sure Parasite Players receive player-only drops as well.
  • Catch-Up Mechanic: Parasite Players can now gain points contributed during the phase cooldown up to the points needed for the current evolution phase's bloom tier.

    • This does not actually add Evolution Points. This is more of a multiplayer/quality of life feature.
    • This may not work with all methods of adding points.
    • This can also be disabled.
  • Adaptations for the Living and Sentient armor sets can now be viewed and modified in the Malleability Menu.

  • Factories can no longer be created with health. It can be reenabled, of course, but I'd recommend you leave it off due to its exploitability

  • Increased the amount that Summoner Repair can repair.

  • The Latch can no longer attach to Factories.

  • Increased the throw power of the Latch when sneaking to 3, from 2.5.

  • The Latch will now prioritize whatever entity you are pointing at.

    • Think about it this way: If you were to Left Click, which entity would you hit? That's the one.
  • The guidebook, "Hyperbiology and You", is now available if you have Patchouli installed.

    • The Book will be given whenever you receive the Trustworthy Note via natural means. It can also just be crafted with a Book and Rupter Viscera.
    • This new release may not be 100% accurate, but it should contain information on most, if not all of the major mechanics of this mod.
  • New Item: Vagrant Divining Rod

    • Crafted from Altered Tendons, two Redstone Dust, Nether Quartz, and two Diamonds.
    • Emits mist in the direction of the nearest Parasite Player, as long as you are in the same dimension.
    • Does nothing if they are in a different dimension, or there are no Parasite Players present.
    • Parasite Players will receive an ominous message when they are tracked.
  • New Item: Scorned Pearl

    • Crafted from Factory Innards, Ender Pearls, and a Nether Star.
    • Reality doesn't seem to like it very much.
    • When used on a Carcass in complete darkness, it lowers the Evolution Phase by the Lure's stage.
    • So a Lure made from Rupter Viscera will reduce the phase by 1.
    • Deals True Damage to any parasites in a 10 chunk radius when used, as a percentage of their maximum HP, and scaling up to 100% at the epicenter.
      • It also sets them on fire.
      • Within 5 chunks, it applies Immalleable.
      • Within 2.5 chunks, it applies Dazed.
  • Factories and Parasite Players will not drop any loot if they are Tier 0.

  • Parasite Players now have drops, only rolled whenever they die to a living entity. They drop Factory Innards now, but it can be configured just like any other parasite.

  • The minimum damage attributes have been separated into Melee and Projectile variants.

    • meleeMinimumDamage and projectileMinimumDamage
    • meleePercentDamage and projectilePercentDamage
  • New Block: Beckon Harbringer

    • When given enough biomass, it will create a Factory-Spawned Stage I Beckon. It is essentially the Beckon equivalent of a Dispatcher Nidus.
    • Unlike the Nidus, however, it will not collect killcount on its own. You will have to supply the biomass yourself.
    • The texture is literally just a recolored Nidus don't get your hopes up here
    • This block won't work if there is an existing Beckon within a 100 block radius. Any Beckons which interfered will receive Glowing for 5 seconds.
  • Throwing-augmented Kyphosi will now apply Rage II to any parasite they throw.

  • Most of the commands in the mod now support receiving player arguments, or multiple players using a target selector, like @p

    • /togglespam has been renamed to /togglenote. It also supports player arguments.
    • The /adapt command now supports multiple entities too, notifying the sender if non-adaptible parasites were selected.
      • It also mentions how many parasites tried to adapt to the damage source.
    • The syntax of the commands have had a new argument added, where the player's name or a target selector can be used.

Config Changes

  • Block Settings - Beckon Harbringer Enabled - Whether the Beckon Harbringer can be used.

  • Block Settings - Beckon Harbringer Biomass Requirement - Amount of biomass needed to use the Beckon Harbringer.

  • Parasite Player Drops - Items that a Parasite Player will drop. Mimics standard SRP drop strings.

  • Item Settings - Vagrant Divining Rod Durability

  • Item Settings - Vagrant Divining Rod Enabled

  • Item Settings - Scorned Pearl Enabled

  • Biomass - Repair Amount - Increased to 100, from 10.

  • Bloom - Catch-Up Mechanic - Whether Parasite Players can gain points contributed, but not Evolution Points, during a Phase Cooldown.

  • Factory Behavior - Health to Factory - Whether a player's health can be used as a substitute for biomass when creating a Factory.

  • Factory Behavior - Parasite Upgrade Paths - replaced duplicate Longarms path with Bolster branch.

== Mobs

  • Latch - Latch Cannot Attach List - added "srpcotesia:factory"

  • Latch - Sneaking Throw Power - Increased to 3, from 2.5.

  • Factory - Drops - Increased chance to drop Factory Innards to 30%, from 10%, and reduced maximum amount to 2, from 3.

I hate it here

Changes

  • Fixed mixin apply error

== 1.1.1 Changes

Just bugfixes

Changes

  • The Living and Sentient weapons now properly bypass Parasite Player damage caps and weaknesses, if applicable.

  • The Living and Sentient Pick-axe now properly bypass parasite damage caps and weaknesses.

  • Fixed a bug where upgrading parasites could create parasites past the player's current bloom tier.

  • The Dendritus should now be much more strict in its breaking prevention. A.k.a the Monarch shouldn't break blocks anymore.

  • The Dendritus now has 500 blocks of range per stage. This means a stage IV will have around a 2000 block range.

  • Fixed Phase Cooldown message playing erroneously.

  • Keep Inventory should now properly preserve the player's equipped phase booster.

Config Changes

  • Dendritus Range - changed to 500, from 50.

Just bugfixes

Changes

  • The Living and Sentient weapons now properly bypass Parasite Player damage caps and weaknesses, if applicable.

  • The Living and Sentient Pick-axe now properly bypass parasite damage caps and weaknesses.

  • Fixed a bug where upgrading parasites could create parasites past the player's current bloom tier.

  • The Dendritus should now be much more strict in its breaking prevention. A.k.a the Monarch shouldn't break blocks anymore.

  • The Dendritus now has 500 blocks of range per stage. This means a stage IV will have around a 2000 block range.

  • Fixed Phase Cooldown message playing erroneously.

  • Keep Inventory should now properly preserve the player's equipped phase booster.

Config Changes

  • Dendritus Range - changed to 500, from 50.

Changes

  • Fixed Item Trades not working for sword items.

  • Minor texture changes for the Alt Sentient Pick-axe.

Definitely not an excuse to jump version numbers.

The majority of this update was acclimation to the new SRP update. As such, there are very few changed barring parity.

You will HAVE to regenerate your configs if you don't want issues later. Changes

  • Updated to SRP 1.9.20

  • Parasite Players are now affected by the Evolution Phase stat buff.

  • Modified several config variables to support the two new bloom tiers. The original values have not changed

  • Prey is now hotswapped to Rage, instead of Strength.

  • The texture for the Living/Sentient Pick-Axe has been overhauled to match the new weapon textures.

    • It, along with the Living Scalpel, also has an alt texture like the other weapons.
  • The Living Pick-axe is now created via trading a Living Greataxe instead of a Hardened Bone Handle.

    • It now functions more like a weapon now, dealing 5% armor durability damage each hit at a 75% chance. It also deals much more damage now, a bit less than the Greataxe.
    • It even has a Sentient variant! This one has a 100% chance to degrade armor each hit.
    • Of course, this doesn't mean it doesn't work as a tool anymore, in fact, it's effectiveness has been buffed and it should work on the majority of blocks now.
  • The Reclamation Table now has mappings for the Sentient weaponry/tools, and the Living Pickaxe has had its XP yield increased to compensate for its new cost.

  • The Fear effect now works a bit differently for parasite players.

    • The chance to fail both placing blocks and using items is now 10% at base, and increases by 10% per amplifier.
    • This is independent (and can stack with, if that is enabled) SRP's base Fear functionality. Usually that is disabled though.
  • Mobs will spawn past the Spawning Denied phase milestone if there is a non-hiding Parasite Player within 10 chunks.

    • The mobs will be afflicted with Weakness IV and Slowness IV.
    • This is indicated ingame with a special status message, one for both hiding and unhiding.
  • Fire Resistance prevents biomass from being drained via fire.

  • Fire Resistance can be used to preserve the Beheading Threshold, even against fire damage!

  • Parasite Player beheading chance increased to 60%, from 40%.

Config Changes

  • Parasite Player Spawn Loophole - Whether non-parasites can still spawn near non-hiding parasite players past the phase that bars them.

  • Bloom - Beheading Chance - Increased to 0.6, from 0.4

  • Bloom - Literally any list-based config entry has gotten 2 new entries.

  • Item Settings - Living Pick-Axe Attack Damage

  • Item Settings - Living Pick-Axe Attack Range

  • Item Settings - Sentient Pick-Axe Durability

  • Item Settings - Sentient Pick-Axe Attack Damage

  • Item Settings - Sentient Pick-Axe Attack Range

  • Item Settings - Pick-axe Armor Damage

  • Block Settings - Reclamation Settings - Modified Living Pick-axe, added Sentient weapons/tools "srpcotesia:tool_pickaxe;425", "srparasites:weapon_scythe_sentient;1400", "srparasites:weapon_axe_sentient;1375", "srparasites:weapon_sword_sentient;1425", "srparasites:weapon_cleaver_sentient;1450", "srparasites:weapon_bow_sentient;1475", "srpcotesia:tool_pickaxe_sentient;1425",

  • Random Point Loss - Phase 9 Point Loss & Phase 10 Point Loss

  • Well Settings - Phase 9 Point Loss & Phase 10 Point Loss

  • Effect Swaps - "srparasites:prey;srparasites:rage", from "srparasites:prey;minecraft:strength"

relax

Changes

  • More work has been done to keep Factories from moving around. They also don't rotate anymore.

    • Don't you hate it when your hitbox keeps dragging you around? No? Just me?
  • Factory-Spawned Nexus versions will no longer be forced to despawn when in the Parasite Biome.

  • Possibly fixed issue where Parasite Players switching dimensions caused packet mismatch.

== 1.0.17 Changelog

memories

this is not the well rework, I just saw some defaults I didn't like.

This update included a minor internal change for the Dendritus. It is highly advised to pick up and place down your Dendritus once you update. They will be reset to Stage 0, voiding their effects until they random tick or you right click/replace them.

Changes

  • Fixed Obfuscate-related head rendering issue.

    • Note that Obfuscate is not compatible with Real First Person 2, so combining the two mods may cause issues.
  • Hermit's Arsenal: Killing a Parasite Player with a Living Core in the offhand will do the following:

    • If the Parasite Player is Tier 3 (Adapted), then the core will become a Vengeful Core.
    • If the Parasite Player is Tier 4 (Pure), then the core will become a Wrathful Core.
  • Fixed an issue where a residual hit color indicator was showing even if the player in question was hidden.

    • In other words, Adaptation hit colors are now properly hidden if you are hiding.
  • Creative Mode should make spending biomass free.

  • The tools from this mod have received repair items:

    • Living Scalpel and Pick-axe are repaired with Altered Tendons, unlike other Living Tools, due to their contentedness
    • Well Divining Rod is repaired with Blaze Powder.
    • The Masticator is repaired with Beckon Membranes.
  • The Living Scalpel will refuse to salvage any drops if its durability is 1 or below (provided its max durability is higher than that. If not, it'll break as normal).

    • Since enchanting the scalpel is incentivized now, I didn't want anyone accidentally breaking theirs.
  • When getting drops from a Factory, Looting levels now increase the yield.

    • This is governed by a new config option which increases the amount of items per looting level.
    • This works similarly to the unique neighbor bonus Factories already had.
  • The Minimum Damage and Percentage Minimum Damage attributes should now work properly on adaptible parasites, and have proper display names.

    • The internal functionality has been altered to emulate SRP's minimum damage more closely. It also shouldn't pierce totems anymore.
    • Percentage Minimum Damage is referred to as "Minimum Damage Conversion Rate" to better indicate what it does.
  • Using a Factory on a placed bound Factory should now copy its bound parasite.

  • The overlay for trading should now mention the proper key.

  • Most tooltips will now be properly hidden if the reader isn't a parasite.

  • The Trustworthy Note's message for the Evolution Phase being too high has been changed.

  • The COTH indicator should work properly on servers now.

  • The Explosion brew effect should no longer crash servers.

  • Factories should now move substantially less.

  • Dendriti now store their corresponding Dispatcher's Stage instead of just the range.

    • This means that existing Dendriti should be interacted with or replaced to update their data.
    • This is also an excuse to refer to their Stage as if they are a Nexus version.
  • Wells that are somehow inaccessible (dimension removed, or outside of the configured well spawning range) will be moved to the Overworld, or 0, 0, or both.

    • Each time the server prepares to drain points via wells or spawn a new well, it will check each existing well to see if they are in a valid location.
    • If there are no spawnable dimensions, all wells in the world will be cleared and no more will spawn.
  • The maximum Well distance has been reduced from 100k to a more sensible value, 20k.

    • I thought it was 10k too tbh
  • the /srpcwell command now has a new argument: "fix", which forces the retroactive relocation/removal behavior. It has an optional dimension argument.

  • Fixed a minor internal issue with the /srpcwell command and dimensions.

  • Parasites created by a Factory cannot despawn.

    • This only applies to them, not just parasites with the tag. So if an Adapted Summoner makes a few Assimilateds, those refer to normal despawning logic, but will also be Factory-Spawned.
  • Added Dismissal System

    • Stage IV Beckons will dismiss unoccupied Stage IV and III Beckons close by, and gain 1 Damage Cap (configurable) each time.
      • The check is done every minute, in around a 14 block radius.
      • The game will only start keeping track of parasite creation time once this update comes out, since it added the functionality.
        • In order to still allow for dismissal, for beckons with equal ages, the one that ticks first will dismiss the others, if in range.
        • A few other minor features have also switched to this variable.
      • If successful, this will generate 10000 (configurable) Evolution Points per Beckon dismissed.
        • If the Beckon is Factory-Spawned (see below) parasite players can receive credit for this as well.
      • This is meant to remove excess beckons spawned by Stage IV Beckons, which when unhindered (a.k.a when a parasite player protects them) can lag servers.
        • This can also happen if nobody handles the beckon problem.
        • This only ever really happens outside the Parasite Biome.
        • This feature might be removed at some point, at least for dismissing Stage IV beckons, since this is probably a bug
  • More torches should now be convertible:

    • Aether & Aether II Ambrosium Torches
    • Bone Torch's Bone Torch
    • Realistic/Survivalist Lit and Unlit Torches
    • The Betweenlands' Sulfur Torch, and its Extinguished variant.
  • More precautions have been taken to make sure the Assimilated Adventurer does not despawn during the Trustworthy Note cutscene.

    • If the position you are in is unloaded and the Adventurer cannot be found, the process will complete early.
    • If you leave the game mid transition, you should retain your progress. Good for if the server dies or something.
    • The Adventurer now receives the Dazed effect during the process, preventing it from wandering or attacking enemies.
  • Beckons infecting blocks (Not the biome infecting blocks) will now award point credit to the player that spawned them, if applicable.

  • More has been done behind-the-scenes to make sure the Factory-Spawned marker carries over. It should carry over now for the following:

    • Right clicking on a Dispatcher Nidus with an empty hand (can be disabled)
    • Reinforcement System, wherein the Beckon spawned will be Factory-Spawned (can be disabled)
    • Beckons spawning more Beckons (see above)
    • Parasites spawning more parasites, generally
    • Bombs spawning parasites (such as that from the Heavy Bomber)
  • The Factory-Spawned marker no longer makes a parasite salvageable by default.

    • This means you can own a parasite but still be unable to dissolve it.
  • Fixed a bug where dying to a living entity would crash the game.

  • Rudimentary Crafttweaker support!

    • New fields for IPlayer: isParasite, corpseBloom, parasiteBiomass, and parasiteMaxBiomass.
    • These correspond to whether a player is a parasite, their current bloom tier, the amount of biomass they have, and the maximum they can attain.
    • Maximum Biomass will be altered whenever a player's bloom tier changes, regardless of what is done in scripts.
      • It's really only here for the getter.
  • Fixed Desaturation Shader still rendering if its intensity was zero.

  • Fixed the repairing mechanic causing sounds to play when no repair occurred.

  • Nocube's SRP Addon items have been added to the repairing whitelist.

  • The beheading check is now done after armor calculations, and presumeably as a result other cancellations of attacks, where it will fail.

    • It also has a health threshold, if the post-calc damage is less than 7 health (3.5 hearts), beheading cannot occur.
  • The Trustworthy Note (and the Faustian Note) have been retextured. Should look a lot nicer now.

    • The Trustworthy Note also no longer has the enchantment glint. The Faustian Note still has it, though.
  • New Item: Faustian Note

    • Looks like and functions identically to the Trustworthy Note, except without the Evolution Phase requirement.
    • Can be obtained by trading a Book or Trustworthy Note with a Factory.
  • New Item: Macabre Pearl

    • When used on a parasite, that parasite will follow its creator much more readily than usual.
    • They will teleport if out of range.
    • Use the item again on the parasite to toggle this behavior.
  • New Item: Factory Innards

    • Drops from Factories. Does not have a use currently.
    • This item will have no use for Parasite Players, and it is advised that they destroy them.
  • Chitin is now made in batches of 16, not 9.

  • Projectiles from parasite players will no longer impact parasites. This is an expansion of previously Latch-exclusive behavior.

    • This only applies to projectiles that use or extend vanilla classes, such as EntityFireball.
  • Phasing is now applied in increasing amplifier depending on the stage of its corresponding Dispatcher.

    • Phasing now has a chance to prevent projectiles from impacting its bearer, increasing with amplifier.
    • The chance is configurable. It defaults to 20% per level, so for a Stage IV Dendritus, there will be an 80% chance for projectiles to phase through parasites.
    • Parasite Players now recieve Phasing passively when in range of a Dendritus.
  • A Stage II or higher Dendritus will apply Phasing to all parasites that spawn in range, much like a Node.

    • The effect has a 0%/33%/66%/100% chance to be applied, depending on the Stage.
    • The parasites that don't receive it on spawn can still receive the effect via the original method.
    • This means that parasites that normally can't break blocks may receive the effect.
  • The Dendritus' tooltip now mentions that it intentionally prevents parasite block breaking behavior.

    • This was the whole point of the block, but it was never mentioned for some reason.
  • Giving a Dendritus to a Dispatcher should be less finicky now, and shouldn't give the Dendritus temporary extra range.

    • It also no longer bypasses the requirement that a Dendritus be outside the range of another Dendritus.
  • New Block: Cartilage

    • A weak, foamy block, meant to be a simple building block in the Parasite Biome.
    • Mined faster with a Shovel, but you don't need one to break it.
    • Can be made in large quantities from Altered Tendons and Hivesoil/Visceral Mud/Hivestone. Hivestone gives a whole stack, as opposed to just 16.
    • The Biome cannot spread to this block. It can be used as a barrier to areas you don't want converted.
    • It is, however, somewhat toxic for non-parasites, rarely giving them Bleeding within a 2 block radius.
  • Presumeably fixed parasitic webs still affecting parasite players.

  • Increased the Latch's Attack Damage and Max Health to 10 (5 hearts), from 2.

    • Additionally, the Latch's Attack Damage and Max Health will now increase by 5 for each bloom tier after the one you unlock it at.
    • So with a default config, at Tier 2 (Primitive), the Latch will deal 20 damage each hit. At Tier 3 (Adapted), it'll deal 30.
    • All of this is affected by SRP's attribute scaling, following it more closely than before.
    • The Latch will still refer to the Player's attack damage if it is greater.
  • Certain Factories have received new salvage drops:

    • Assimilated & Feral Sheep: Wool and String, with String being rarer
    • Assimilated & Feral Cow/Horse: Leather
    • Host & Herd: Bone
  • Added in some new Factory Trades:

    • Visceral Mud <-> Sand
    • Fortified Bone <-> Bone Block
    • Book -> Faustian Note
    • Thin Parasitic Log -> Sugar Canes (Originally Dark Oak Log)

Config Changes

  • Block Settings - Cartilage Bleeding - Whether Cartilage causes nearby mobs to bleed uncontrollably.

  • Well Settings - Well Max Distance - Reduced to 20000, from 100000

  • Well Settings - Retroactive Well Removal - Whether all wells will be removed if there aren't any usable dimensions.

    • A sound will play and draining/spawning won't occur if this is disabled.
  • Well Settings - Retroactive Well Relocation - Whether all wells will be removed if there aren't any usable dimensions.

  • Factory Behavior - Spawn Persistence - Whether created parasites cannot despawn.

  • Dismiss Beckons - Whether Stage IV Beckons will dismiss younger Stage III-IV Beckons.

  • Dismissal Value - Amount of Evolution Points generated when Stage IV Beckons dismiss younger Beckons.

  • Dismissal Damage Cap Increase - Amount that Stage IV Beckons dismissing younger Beckons increases their Damage Cap by.

  • Dismissal Damage Cap Maximum - Maximum amount that Stage IV Beckons dismissing younger Beckons increases their Damage Cap to.

  • Reinforcement Ownership Transfer - Whether spawning Beckons via the Reinforcement System (or similar method internally) will carry over the Factory-Spawned tag.

  • Block Settings - Use Dispatcher Nidus - Whether parasite players can right click on Dispatcher Niduses to spawn in a Factory-Spawned Dispatcher, provided they have enough biomass.

  • Factory Behavior - Item Trades - Duplicated Gloom Torch trade for several modded torch variants, and added a couple of new ones: "minecraft:sand;srparasites:parasitestain#1;5", "srparasites:parasitestain#1;minecraft:sand;0",

              "srparasites:parasiterubble#1;minecraft:bone_block;0",
              "minecraft:bone_block;srparasites:parasiterubble#1;5",
    
              "minecraft:book;srpcotesia:faustian_note;0"
    
  • Factory Behavior - Extra Parasite Drops - Added new drops: "srparasites:host+minecraft:bone;25;15;false", "srparasites:hostii+minecraft:bone;30;20;false",

              "srparasites:sim_cow+minecraft:leather;25;3;false",
              "srparasites:fer_cow+minecraft:leather;30;6;false",
    
              "srparasites:sim_horse+minecraft:leather;20;5;false",
              "srparasites:fer_horse+minecraft:leather;25;10;false",
    
              "srparasites:sim_sheep+minecraft:wool;25;3;false",
              "srparasites:fer_sheep+minecraft:wool;30;6;false",
    
              "srparasites:sim_sheep+minecraft:string;10;8;false",
              "srparasites:fer_sheep+minecraft:string;20;16;false"
    
  • Biomass Settings - Repairable Items - Added nocube's mod ids.

  • Bloom Settings - Beheading Threshold - Amount of post-armor damage needed to be dealt to behead a parasite player.

  • Bloom Settings - Beheading Threshold Fire - Whether fire damage bypasses the threshold.

  • Factory Behavior - Looting Drop Factor - The fraction of the looting level to convert into bonus drops. Only applies to the Living Scalpel.

  • Item Settings - Living Scalpel Anti-Break - Whether the Living Scalpel should try to avoid breaking if possible. Only applies if its max durability is greater than 1.

== Mobs

  • Latch - Attack Strength - Increased to 10, from 2.

  • Latch - Max Health - Increased to 10, from 5.

  • Latch - Attack Strength Per Tier - Amount to increase the Latch's Attack Damage by with Corpse Bloom.

  • Latch - Max Health Per Tier - Amount to increase the Latch's Maximum Health by with Corpse Bloom.

  • Factory - Drops - Items that the Factory will drop.

memories

this is not the well rework, I just saw some defaults I didn't like.

This update included a minor internal change for the Dendritus. It is highly advised to pick up and place down your Dendritus once you update. They will be reset to Stage 0, voiding their effects until they random tick or you right click/replace them.

Changes

  • Fixed Obfuscate-related head rendering issue.

    • Note that Obfuscate is not compatible with Real First Person 2, so combining the two mods may cause issues.
  • Hermit's Arsenal: Killing a Parasite Player with a Living Core in the offhand will do the following:

    • If the Parasite Player is Tier 3 (Adapted), then the core will become a Vengeful Core.
    • If the Parasite Player is Tier 4 (Pure), then the core will become a Wrathful Core.
  • Fixed an issue where a residual hit color indicator was showing even if the player in question was hidden.

    • In other words, Adaptation hit colors are now properly hidden if you are hiding.
  • Creative Mode should make spending biomass free.

  • The tools from this mod have received repair items:

    • Living Scalpel and Pick-axe are repaired with Altered Tendons, unlike other Living Tools, due to their contentedness
    • Well Divining Rod is repaired with Blaze Powder.
    • The Masticator is repaired with Beckon Membranes.
  • The Living Scalpel will refuse to salvage any drops if its durability is 1 or below (provided its max durability is higher than that. If not, it'll break as normal).

    • Since enchanting the scalpel is incentivized now, I didn't want anyone accidentally breaking theirs.
  • When getting drops from a Factory, Looting levels now increase the yield.

    • This is governed by a new config option which increases the amount of items per looting level.
    • This works similarly to the unique neighbor bonus Factories already had.
  • The Minimum Damage and Percentage Minimum Damage attributes should now work properly on adaptible parasites, and have proper display names.

    • The internal functionality has been altered to emulate SRP's minimum damage more closely. It also shouldn't pierce totems anymore.
    • Percentage Minimum Damage is referred to as "Minimum Damage Conversion Rate" to better indicate what it does.
  • Using a Factory on a placed bound Factory should now copy its bound parasite.

  • The overlay for trading should now mention the proper key.

  • Most tooltips will now be properly hidden if the reader isn't a parasite.

  • The Trustworthy Note's message for the Evolution Phase being too high has been changed.

  • The COTH indicator should work properly on servers now.

  • The Explosion brew effect should no longer crash servers.

  • Factories should now move substantially less.

  • Dendriti now store their corresponding Dispatcher's Stage instead of just the range.

    • This means that existing Dendriti should be interacted with or replaced to update their data.
    • This is also an excuse to refer to their Stage as if they are a Nexus version.
  • Wells that are somehow inaccessible (dimension removed, or outside of the configured well spawning range) will be moved to the Overworld, or 0, 0, or both.

    • Each time the server prepares to drain points via wells or spawn a new well, it will check each existing well to see if they are in a valid location.
    • If there are no spawnable dimensions, all wells in the world will be cleared and no more will spawn.
  • The maximum Well distance has been reduced from 100k to a more sensible value, 20k.

    • I thought it was 10k too tbh
  • the /srpcwell command now has a new argument: "fix", which forces the retroactive relocation/removal behavior. It has an optional dimension argument.

  • Fixed a minor internal issue with the /srpcwell command and dimensions.

  • Parasites created by a Factory cannot despawn.

    • This only applies to them, not just parasites with the tag. So if an Adapted Summoner makes a few Assimilateds, those refer to normal despawning logic, but will also be Factory-Spawned.
  • Added Dismissal System

    • Stage IV Beckons will dismiss unoccupied Stage IV and III Beckons close by, and gain 1 Damage Cap (configurable) each time.
      • The check is done every minute, in around a 14 block radius.
      • The game will only start keeping track of parasite creation time once this update comes out, since it added the functionality.
        • In order to still allow for dismissal, for beckons with equal ages, the one that ticks first will dismiss the others, if in range.
        • A few other minor features have also switched to this variable.
      • If successful, this will generate 10000 (configurable) Evolution Points per Beckon dismissed.
        • If the Beckon is Factory-Spawned (see below) parasite players can receive credit for this as well.
      • This is meant to remove excess beckons spawned by Stage IV Beckons, which when unhindered (a.k.a when a parasite player protects them) can lag servers.
        • This can also happen if nobody handles the beckon problem.
        • This only ever really happens outside the Parasite Biome.
        • This feature might be removed at some point, at least for dismissing Stage IV beckons, since this is probably a bug
  • More torches should now be convertible:

    • Aether & Aether II Ambrosium Torches
    • Bone Torch's Bone Torch
    • Realistic/Survivalist Lit and Unlit Torches
    • The Betweenlands' Sulfur Torch, and its Extinguished variant.
  • More precautions have been taken to make sure the Assimilated Adventurer does not despawn during the Trustworthy Note cutscene.

    • If the position you are in is unloaded and the Adventurer cannot be found, the process will complete early.
    • If you leave the game mid transition, you should retain your progress. Good for if the server dies or something.
    • The Adventurer now receives the Dazed effect during the process, preventing it from wandering or attacking enemies.
  • Beckons infecting blocks (Not the biome infecting blocks) will now award point credit to the player that spawned them, if applicable.

  • More has been done behind-the-scenes to make sure the Factory-Spawned marker carries over. It should carry over now for the following:

    • Right clicking on a Dispatcher Nidus with an empty hand (can be disabled)
    • Reinforcement System, wherein the Beckon spawned will be Factory-Spawned (can be disabled)
    • Beckons spawning more Beckons (see above)
    • Parasites spawning more parasites, generally
    • Bombs spawning parasites (such as that from the Heavy Bomber)
  • The Factory-Spawned marker no longer makes a parasite salvageable by default.

    • This means you can own a parasite but still be unable to dissolve it.
  • Fixed a bug where dying to a living entity would crash the game.

  • Rudimentary Crafttweaker support!

    • New fields for IPlayer: isParasite, corpseBloom, parasiteBiomass, and parasiteMaxBiomass.
    • These correspond to whether a player is a parasite, their current bloom tier, the amount of biomass they have, and the maximum they can attain.
    • Maximum Biomass will be altered whenever a player's bloom tier changes, regardless of what is done in scripts.
      • It's really only here for the getter.
  • Fixed Desaturation Shader still rendering if its intensity was zero.

  • Fixed the repairing mechanic causing sounds to play when no repair occurred.

  • Nocube's SRP Addon items have been added to the repairing whitelist.

  • The beheading check is now done after armor calculations, and presumeably as a result other cancellations of attacks, where it will fail.

    • It also has a health threshold, if the post-calc damage is less than 7 health (3.5 hearts), beheading cannot occur.
  • The Trustworthy Note (and the Faustian Note) have been retextured. Should look a lot nicer now.

    • The Trustworthy Note also no longer has the enchantment glint. The Faustian Note still has it, though.
  • New Item: Faustian Note

    • Looks like and functions identically to the Trustworthy Note, except without the Evolution Phase requirement.
    • Can be obtained by trading a Book or Trustworthy Note with a Factory.
  • New Item: Macabre Pearl

    • When used on a parasite, that parasite will follow its creator much more readily than usual.
    • They will teleport if out of range.
    • Use the item again on the parasite to toggle this behavior.
  • New Item: Factory Innards

    • Drops from Factories. Does not have a use currently.
    • This item will have no use for Parasite Players, and it is advised that they destroy them.
  • Chitin is now made in batches of 16, not 9.

  • Projectiles from parasite players will no longer impact parasites. This is an expansion of previously Latch-exclusive behavior.

    • This only applies to projectiles that use or extend vanilla classes, such as EntityFireball.
  • Phasing is now applied in increasing amplifier depending on the stage of its corresponding Dispatcher.

    • Phasing now has a chance to prevent projectiles from impacting its bearer, increasing with amplifier.
    • The chance is configurable. It defaults to 20% per level, so for a Stage IV Dendritus, there will be an 80% chance for projectiles to phase through parasites.
    • Parasite Players now recieve Phasing passively when in range of a Dendritus.
  • A Stage II or higher Dendritus will apply Phasing to all parasites that spawn in range, much like a Node.

    • The effect has a 0%/33%/66%/100% chance to be applied, depending on the Stage.
    • The parasites that don't receive it on spawn can still receive the effect via the original method.
    • This means that parasites that normally can't break blocks may receive the effect.
  • The Dendritus' tooltip now mentions that it intentionally prevents parasite block breaking behavior.

    • This was the whole point of the block, but it was never mentioned for some reason.
  • Giving a Dendritus to a Dispatcher should be less finicky now, and shouldn't give the Dendritus temporary extra range.

    • It also no longer bypasses the requirement that a Dendritus be outside the range of another Dendritus.
  • New Block: Cartilage

    • A weak, foamy block, meant to be a simple building block in the Parasite Biome.
    • Mined faster with a Shovel, but you don't need one to break it.
    • Can be made in large quantities from Altered Tendons and Hivesoil/Visceral Mud/Hivestone. Hivestone gives a whole stack, as opposed to just 16.
    • The Biome cannot spread to this block. It can be used as a barrier to areas you don't want converted.
    • It is, however, somewhat toxic for non-parasites, rarely giving them Bleeding within a 2 block radius.
  • Presumeably fixed parasitic webs still affecting parasite players.

  • Increased the Latch's Attack Damage and Max Health to 10 (5 hearts), from 2.

    • Additionally, the Latch's Attack Damage and Max Health will now increase by 5 for each bloom tier after the one you unlock it at.
    • So with a default config, at Tier 2 (Primitive), the Latch will deal 20 damage each hit. At Tier 3 (Adapted), it'll deal 30.
    • All of this is affected by SRP's attribute scaling, following it more closely than before.
    • The Latch will still refer to the Player's attack damage if it is greater.
  • Certain Factories have received new salvage drops:

    • Assimilated & Feral Sheep: Wool and String, with String being rarer
    • Assimilated & Feral Cow/Horse: Leather
    • Host & Herd: Bone
  • Added in some new Factory Trades:

    • Visceral Mud <-> Sand
    • Fortified Bone <-> Bone Block
    • Book or Trustworthy Note -> Faustian Note
    • Thin Parasitic Log -> Sugar Canes (Originally Dark Oak Log)

Config Changes

  • Block Settings - Cartilage Bleeding - Whether Cartilage causes nearby mobs to bleed uncontrollably.

  • Well Settings - Well Max Distance - Reduced to 20000, from 100000

  • Well Settings - Retroactive Well Removal - Whether all wells will be removed if there aren't any usable dimensions.

    • A sound will play and draining/spawning won't occur if this is disabled.
  • Well Settings - Retroactive Well Relocation - Whether all wells will be removed if there aren't any usable dimensions.

  • Factory Behavior - Spawn Persistence - Whether created parasites cannot despawn.

  • Dismiss Beckons - Whether Stage IV Beckons will dismiss younger Stage III-IV Beckons.

  • Dismissal Value - Amount of Evolution Points generated when Stage IV Beckons dismiss younger Beckons.

  • Dismissal Damage Cap Increase - Amount that Stage IV Beckons dismissing younger Beckons increases their Damage Cap by.

  • Dismissal Damage Cap Maximum - Maximum amount that Stage IV Beckons dismissing younger Beckons increases their Damage Cap to.

  • Reinforcement Ownership Transfer - Whether spawning Beckons via the Reinforcement System (or similar method internally) will carry over the Factory-Spawned tag.

  • Block Settings - Use Dispatcher Nidus - Whether parasite players can right click on Dispatcher Niduses to spawn in a Factory-Spawned Dispatcher, provided they have enough biomass.

  • Factory Behavior - Item Trades - Duplicated Gloom Torch trade for several modded torch variants, and added a couple of new ones: "minecraft:sand;srparasites:parasitestain#1;5", "srparasites:parasitestain#1;minecraft:sand;0",

              "srparasites:parasiterubble#1;minecraft:bone_block;0",
              "minecraft:bone_block;srparasites:parasiterubble#1;5",
    
              "minecraft:book;srpcotesia:faustian_note;0"
    
  • Factory Behavior - Extra Parasite Drops - Added new drops: "srparasites:host+minecraft:bone;25;15;false", "srparasites:hostii+minecraft:bone;30;20;false",

              "srparasites:sim_cow+minecraft:leather;25;3;false",
              "srparasites:fer_cow+minecraft:leather;30;6;false",
    
              "srparasites:sim_horse+minecraft:leather;20;5;false",
              "srparasites:fer_horse+minecraft:leather;25;10;false",
    
              "srparasites:sim_sheep+minecraft:wool;25;3;false",
              "srparasites:fer_sheep+minecraft:wool;30;6;false",
    
              "srparasites:sim_sheep+minecraft:string;10;8;false",
              "srparasites:fer_sheep+minecraft:string;20;16;false"
    
  • Biomass Settings - Repairable Items - Added nocube's mod ids.

  • Bloom Settings - Beheading Threshold - Amount of post-armor damage needed to be dealt to behead a parasite player.

  • Bloom Settings - Beheading Threshold Fire - Whether fire damage bypasses the threshold.

  • Factory Behavior - Looting Drop Factor - The fraction of the looting level to convert into bonus drops. Only applies to the Living Scalpel.

  • Item Settings - Living Scalpel Anti-Break - Whether the Living Scalpel should try to avoid breaking if possible. Only applies if its max durability is greater than 1.

== Mobs

  • Latch - Attack Strength - Increased to 10, from 2.

  • Latch - Max Health - Increased to 10, from 5.

  • Latch - Attack Strength Per Tier - Amount to increase the Latch's Attack Damage by with Corpse Bloom.

  • Latch - Max Health Per Tier - Amount to increase the Latch's Maximum Health by with Corpse Bloom.

  • Factory - Drops - Items that the Factory will drop.

Apologies for not uploading this sooner, I was working on moving computers since this one was getting repaired.

quarter-baked

OH also, there is a Well rework planned, but it relies on another feature that will take a while to implement. For now, I'm pushing this out to fix a bug that was killing servers.

Changes

  • Fixed a critical bug where Wells making sounds would crash servers.

    • I mean they can warp reality so it makes sense
  • There's a bit of Patchouli stuff in here that is coming out in the next update, for now it's heavily unfinished.

    • Consider this a sneak peek. Pretty much all of the text will change though so

Config Changes

  • Literally nothing

whar

Changes

  • Fixed the Soulless Core's recipe using an incorrect mod id for the Dirty Needle.

1.0.16 Changelog

The Reclamation Update

Changes

  • Moving Flesh should no longer aggro on enemies parasite players are fighting.

    • Same goes for Rupters below their attack phase, although they may still be a bit apprehensive
  • Naming Factories, either via nametag or an anvil, will also cause it to apply that name to any parasites it spawns or upgrades.

    • This also means that Factories will keep their custom names when turned into items and vice versa.
    • This also works for upgrading parasites or when spawning via the Emboldened marker.
  • The Crux and Heed have been moved down to Tier 3 (Adapted).

  • The Evolution and Deevolution wands now work on parasite players.

    • The Evolution wand will increase bloom by 1, and increases kills contributed if necessary.
    • The Deevolution wand will decrease bloom by 1, and kill the player instantly if they are at 0 when it is used.
      • The bloom level will be regained after 10 seconds.
  • If the Assimilated Adventurer is destroyed or otherwise despawns in the first half-second after using the note, you will instantly become a parasite.

    • This is meant to avoid issues where it despawns or something
  • Stage IV Beckons will no longer give infinite biomass.

    • They will instead auto-upgrade nearby parasite players to Bloom level 4 (Pures).
    • This will not increase points contributed, the upgrade will be lost when you die.
  • Two new attributes: Percentage Damage and Minimum Damage ("srpcotesia.percentDamage" and "srpcotesia.minimumDamage", respectively)

    • The formula for how much minimum damage is dealt in an attack is minimumDamage + amount * percentDamage.
    • So setting percentDamage to 0.1 will add 10% of an attack's damage as Minimum Damage.
  • The Dendritus only needs an Ender Pearl instead of an Eye of Ender now.

  • The Masticator now has an optional 3D model, as requested by a pack developer.

    • It can be enabled in the configs: Item Settings - Masticator 3D Model
  • Increased the duration of Night Vision for parasite players. Should reduce flickering.

  • New Block: the Reclamation Table!

    • This extremely cold receptacle allows for you to send unneeded parasite drops to [REDACTED] in exchange for experience.
    • Of course, this also includes items created with parasite parts, such as Lures, Living and Sentient Weaponry/Armor, and other related items.
    • The list of items that can be given away is Config-Driven, and also shown in JEI.
  • New Item: Soulless Core

    • Can be used to obtain Hermit's Arsenal's Living Core variants without killing a parasite.
    • Right-click on the required parasite while holding this item.
    • Does nothing if Hermit's Arsenal is not installed.
    • Only works for parasite players.
  • Parasite Players can repair parasitic equipment by holding it in their main hand and sneaking.

    • This requires a Summoner (Primitive or Adapted) to be nearby. This requirement can be disabled.
    • Repairs do not cost any biomass.
  • Parasite Players can now Leap in the direction they are facing by pressing X while on the ground. The Malleability Menu has been rebound to Y.

    • This requires Tier 1, or Assimilated/Feral.
    • Holding the button should make you leap as soon as you hit the ground.
    • Jumping right when you leap might make you faster, but it also reduces height substantially.
  • Parasite Players now have similar fall reduction to parasites.

    • If the distance fallen is below the Fall Reduction value, no damage is taken.
  • Fixed a possible bug where biomass wasn't being spent for Factory Trades.

  • Fixed a bug where the parasite storage indicator wouldn't render for parasites of the same tier as the player.

  • Fixed a bug where the JEI Compatibility would try to call client-side code on the server.

  • Fixed Desaturation not applying at all.

  • Parasitic light sources allowing spawns now has logging, disabled by default so it isn't spammed.

    • This is good for testing if the torches actually work if you're unsure.
  • What do you mean parasite sight? I don't recall a feature relating to that.

Config Changes

  • Logging - Log Light Sources - Whether to log parasites successfully spawning via parasitic light sources.

  • Biomass - Parasite Cost Settings - srparasites:crux and srparasites:heed now have tier 3.

  • Bloom - Leaping Enabled - Whether parasite players can leap.

  • Bloom - Bloom For Leaping - Bloom requirement for leaping.

  • Bloom - Stage IV Beckon Upgrade Bloom - Bloom level that Stage IV Beckons will upgrade parasite players to.

  • Item Settings - Masticator 3D Model - Whether the Masticator uses a 3D model instead of the 2D one.

  • Block Settings - Reclamation Settings - Amount of XP gained for a given item when using the Reclamation Table.

  • Block Settings - Reclamation Biomass Requirement - Amount of biomass needed to operate the Reclamation Table.

  • Biomass - Repair Parasite Equipment - Whether parasite players can repair parasitic equipment

  • Biomass - Summoner for Repair - Whether repairing parasitic equipment needs a Summoner.

  • Biomass - Repair Amount - The amount that is repaired each second.

  • Biomass - Repairable Items - Items that can be repaired.

  • Biomass - Repairable Items Blacklist - Whether the Repairable Items list is a Blacklist instead.

The Reclamation Update

Changes

  • Moving Flesh should no longer aggro on enemies parasite players are fighting.

    • Same goes for Rupters below their attack phase, although they may still be a bit apprehensive
  • Naming Factories, either via nametag or an anvil, will also cause it to apply that name to any parasites it spawns or upgrades.

    • This also means that Factories will keep their custom names when turned into items and vice versa.
    • This also works for upgrading parasites or when spawning via the Emboldened marker.
  • The Crux and Heed have been moved down to Tier 3 (Adapted).

  • The Evolution and Deevolution wands now work on parasite players.

    • The Evolution wand will increase bloom by 1, and increases kills contributed if necessary.
    • The Deevolution wand will decrease bloom by 1, and kill the player instantly if they are at 0 when it is used.
      • The bloom level will be regained after 10 seconds.
  • If the Assimilated Adventurer is destroyed or otherwise despawns in the first half-second after using the note, you will instantly become a parasite.

    • This is meant to avoid issues where it despawns or something
  • Stage IV Beckons will no longer give infinite biomass.

    • They will instead auto-upgrade nearby parasite players to Bloom level 4 (Pures).
    • This will not increase points contributed, the upgrade will be lost when you die.
  • Two new attributes: Percentage Damage and Minimum Damage ("srpcotesia.percentDamage" and "srpcotesia.minimumDamage", respectively)

    • The formula for how much minimum damage is dealt in an attack is minimumDamage + amount * percentDamage.
    • So setting percentDamage to 0.1 will add 10% of an attack's damage as Minimum Damage.
  • The Dendritus only needs an Ender Pearl instead of an Eye of Ender now.

  • The Masticator now has an optional 3D model, as requested by a pack developer.

    • It can be enabled in the configs: Item Settings - Masticator 3D Model
  • Increased the duration of Night Vision for parasite players. Should reduce flickering.

  • New Block: the Reclamation Table!

    • This extremely cold receptacle allows for you to send unneeded parasite drops to [REDACTED] in exchange for experience.
    • Of course, this also includes items created with parasite parts, such as Lures, Living and Sentient Weaponry/Armor, and other related items.
    • The list of items that can be given away is Config-Driven, and also shown in JEI.
  • New Item: Soulless Core

    • Can be used to obtain Hermit's Arsenal's Living Core variants without killing a parasite.
    • Right-click on the required parasite while holding this item.
    • Does nothing if Hermit's Arsenal is not installed.
    • Only works for parasite players.
  • Parasite Players can repair parasitic equipment by holding it in their main hand and sneaking.

    • This requires a Summoner (Primitive or Adapted) to be nearby. This requirement can be disabled.
    • Repairs do not cost any biomass.
  • Parasite Players can now Leap in the direction they are facing by pressing X while on the ground. The Malleability Menu has been rebound to Y.

    • This requires Tier 1, or Assimilated/Feral.
    • Holding the button should make you leap as soon as you hit the ground.
    • Jumping right when you leap might make you faster, but it also reduces height substantially.
  • Parasite Players now have similar fall reduction to parasites.

    • If the distance fallen is below the Fall Reduction value, no damage is taken.
  • Fixed a possible bug where biomass wasn't being spent for Factory Trades.

  • Fixed a bug where the parasite storage indicator wouldn't render for parasites of the same tier as the player.

  • Fixed a bug where the JEI Compatibility would try to call client-side code on the server.

  • Fixed Desaturation not applying at all.

  • Parasitic light sources allowing spawns now has logging, disabled by default so it isn't spammed.

    • This is good for testing if the torches actually work if you're unsure.
  • What do you mean parasite sight? I don't recall a feature relating to that.

Config Changes

  • Logging - Log Light Sources - Whether to log parasites successfully spawning via parasitic light sources.

  • Biomass - Parasite Cost Settings - srparasites:crux and srparasites:heed now have tier 3.

  • Bloom - Leaping Enabled - Whether parasite players can leap.

  • Bloom - Bloom For Leaping - Bloom requirement for leaping.

  • Bloom - Stage IV Beckon Upgrade Bloom - Bloom level that Stage IV Beckons will upgrade parasite players to.

  • Item Settings - Masticator 3D Model - Whether the Masticator uses a 3D model instead of the 2D one.

  • Block Settings - Reclamation Settings - Amount of XP gained for a given item when using the Reclamation Table.

  • Block Settings - Reclamation Biomass Requirement - Amount of biomass needed to operate the Reclamation Table.

  • Biomass - Repair Parasite Equipment - Whether parasite players can repair parasitic equipment

  • Biomass - Summoner for Repair - Whether repairing parasitic equipment needs a Summoner.

  • Biomass - Repair Amount - The amount that is repaired each second.

  • Biomass - Repairable Items - Items that can be repaired.

  • Biomass - Repairable Items Blacklist - Whether the Repairable Items list is a Blacklist instead.

1.0.15 isn't real

Changes:

  • Fixed NullPointerException crash due to erroneous casting

1.0.15 changelog:

I can't even fathom This update is mostly Threat-related. I have been busy with other things recently so this update doesn't have much meat in it.

Changes

  • Fixed "Need x biomass" message for Orbs missing the biomass amount.

    • It also should no longer be erroneously displayed if you don't have Orbs unlocked. There was a message for that, but it wasn't playing.
  • Now compatible with Real First Person 2, parasite player features will be present too!

  • Fixed the fix for Turn that was in the last hotfix. Hopefully.

  • Buffed both Ante and Enhanced Mobs, they should be stronger now.

  • New potion effect: Gravity

    • Slams a mob down on the ground, expires when they hit the ground.
    • The speed you fall at is scaled by the amplifier.
    • Deals 10 damage on impact, only scales with the amplifier, not distance fallen.
      • This deals TRUE DAMAGE if you are on fire though. You have been warned.
    • If it expires before you hit the ground, no damage is taken.
  • Enhanced Mobs will apply 2 seconds of Gravity to mobs they are targetting if they are in the air.

    • The amplifier applied will scale with Ante, similarly to the Speed effect.
    • 3 passable blocks are needed below the target, as well as the block the target is in. The blocks must also be non-liquid.
  • Enhanced Mobs applying Speed to themselves or Gravity to their enemies can now be disabled.

  • Sunlight after Ante 7 will now deal true damage.

    • This deals 20 damage per second, and works similarly to Minimum Damage.
    • It also has a per-tick chance to remove Fire Resistance if one has it.
    • Don't go outside.
  • Well Grace Period has been reduced to 10 days. The first Well should appear on day 20 now.

Config Changes

  • Wells - Well Grace Period - Changed to 240000, from 480000

  • I've touched up the entry descriptions for most of the Ante-related options.

  • Armageddon - Maximum Defense - Changed to 300, from 100

  • Armageddon - Defense per Ante - Changed to 5, from 0.5

  • Armageddon - Maximum Hyper Armor - Changed to 75, from 50

  • Armageddon - Hyper Armor per Ante - Changed to 10, from 5

  • Armageddon - Maximum Bane - Changed to 75, from 10

  • Armageddon - Bane per Ante - Changed to 10, from 1

  • Armageddon - Chance to remove Fire Resistance - Chance that, each tick, the Fire Resistance effect will be removed if in direct sunlight after the Ante threshold.

  • Armageddon - Maximum Speed Amplifier - Changed to 7, from 4

  • Armageddon - Mobs Apply Speed - Whether Enhanced Mobs can apply Speed to themselves.

  • Effects - New Category: Gravity

  • Effects - Gravity - Gravity Damage - Base damage for the effect, defaults to 20. Scales with the amplifier.

  • Armageddon - Gravity Amplifier per Ante - Amount of Gravity amplifier to add per ante. The resulting value, if it is not an integer, is rounded down.

  • Armageddon - Maximum Gravity Amplifier - Maximum amplifier for the Gravity effect when applied via Enhanced Mob.

  • Armageddon - Gravity Passable Blocks Needed - Amount of passable blocks beneath the target needed to apply Gravity.

  • Armageddon - Mobs Apply Gravity - Whether Enhanced Mobs can apply Gravity to airborne targets.

I can't even fathom This update is mostly Threat-related. I have been busy with other things recently so this update doesn't have much meat in it.

Changes

  • Fixed "Need x biomass" message for Orbs missing the biomass amount.

    • It also should no longer be erroneously displayed if you don't have Orbs unlocked. There was a message for that, but it wasn't playing.
  • Now compatible with Real First Person 2, parasite player features will be present too!

  • Fixed the fix for Turn that was in the last hotfix. Hopefully.

  • Buffed both Ante and Enhanced Mobs, they should be stronger now.

  • New potion effect: Gravity

    • Slams a mob down on the ground, expires when they hit the ground.
    • The speed you fall at is scaled by the amplifier.
    • Deals 10 damage on impact, only scales with the amplifier, not distance fallen.
      • This deals TRUE DAMAGE if you are on fire though. You have been warned.
    • If it expires before you hit the ground, no damage is taken.
  • Enhanced Mobs will apply 2 seconds of Gravity to mobs they are targetting if they are in the air.

    • The amplifier applied will scale with Ante, similarly to the Speed effect.
    • 3 passable blocks are needed below the target, as well as the block the target is in. The blocks must also be non-liquid.
  • Enhanced Mobs applying Speed to themselves or Gravity to their enemies can now be disabled.

  • Sunlight after Ante 7 will now deal true damage.

    • This deals 20 damage per second, and works similarly to Minimum Damage.
    • It also has a per-tick chance to remove Fire Resistance if one has it.
    • Don't go outside.
  • Well Grace Period has been reduced to 10 days. The first Well should appear on day 20 now.

Config Changes

  • Wells - Well Grace Period - Changed to 240000, from 480000

  • I've touched up the entry descriptions for most of the Ante-related options.

  • Armageddon - Maximum Defense - Changed to 300, from 100

  • Armageddon - Defense per Ante - Changed to 5, from 0.5

  • Armageddon - Maximum Hyper Armor - Changed to 75, from 50

  • Armageddon - Hyper Armor per Ante - Changed to 10, from 5

  • Armageddon - Maximum Bane - Changed to 75, from 10

  • Armageddon - Bane per Ante - Changed to 10, from 1

  • Armageddon - Chance to remove Fire Resistance - Chance that, each tick, the Fire Resistance effect will be removed if in direct sunlight after the Ante threshold.

  • Armageddon - Maximum Speed Amplifier - Changed to 7, from 4

  • Armageddon - Mobs Apply Speed - Whether Enhanced Mobs can apply Speed to themselves.

  • Effects - New Category: Gravity

  • Effects - Gravity - Gravity Damage - Base damage for the effect, defaults to 20. Scales with the amplifier.

  • Armageddon - Gravity Amplifier per Ante - Amount of Gravity amplifier to add per ante. The resulting value, if it is not an integer, is rounded down.

  • Armageddon - Maximum Gravity Amplifier - Maximum amplifier for the Gravity effect when applied via Enhanced Mob.

  • Armageddon - Gravity Passable Blocks Needed - Amount of passable blocks beneath the target needed to apply Gravity.

  • Armageddon - Mobs Apply Gravity - Whether Enhanced Mobs can apply Gravity to airborne targets.

indubitably

Changes

  • The overlay for looking at a Factory now mentions how to put in and take out biomass, provided you aren't holding anything.

  • Factory description now mentions that nearby placed Factories of the same tier increase drop payout.

    • The other Factories have to each be bound to a different parasite. Duplicates don't count.
    • This is meant to incentivize collecting Factories for every parasite.
  • Enchantments now mention what they do in the configs.

  • New Enchantment: Cunning

    • Non-treasure, I-V
    • Increases Minimum Damage dealt by spawned parasites. Damage increases by 1 per level.
  • The Turn Brew Effect now awards points akin to COTH infection.

    • It should also no longer work on Enhanced Mobs, if it ever did
  • Added Ignis Knife and Ignis Chakram from Hermit's Arsenal into the Fear Items list, since they are fire-related.

Config Changes

  • Enchantments - All - Now have a description for each enchantment

  • Enchantments - New Category: Cunning

  • Enchantments - Cunning - Per-Level Damage Increase - Amount of Minimum Damage gained per level.

  • Bloom - Fear Items - Added "hermitsarsenal:ignis_knife;4", "hermitsarsenal:ignis_chakram;4"

  • Brew Settings - Effects - Turn - Turn Value - Amount of Evolution Points gained when the effect turns a mob. Defaults to 6.

Area of effect

Changes

  • The Trustworthy Note cutscene has been shortened substantially, and should only take around 32 seconds to finish now.

  • The Trustworthy Note now appears regardless of moon phase. That requirement was kind of silly anyway.

  • Parasite players can now create orbs after Adapted Tier (Bloom level 3)

    • This differs pretty heavily from when orbs normally appear, around Primitive stage, but I wanted to give level 3 more of an identity.
    • Orbs will give whatever effects you have to nearby parasites, known as Diffusion. They also apply their own.
    • Orb effects are fully configurable, and mimic SRP's standard configs, with an extra addition to account for Corpse Bloom.
    • Orbs can steal xp, and the stolen xp will be given to the parasite player that made them.
    • The Latch and Orb cannot be used simultaneously. Having a Latch active will prevent you from making an orb, and vice versa.
  • In unrelated news, the Recuperation effect now heals once every half second instead of second.

    • It also supports negative amplifiers for no reason whatsoever, not suspicious at all

Config Changes

  • Item Settings - Trustworthy Note - TN Appears Naturally - Modified description to indicate that moon phase requirement has been lifted. It can be reenabled, however.

  • Item Settings - Trustworthy Note - TN Moon Phase - Changed to ALL, from FULL_MOON

    • Also removed a vestigial mentioning of NEVER, which didn't even make it to release
    • It now mentions ALL instead, since that can be used to lift the requirement.
  • Bloom - Orb Enabled - Whether player orbs are enabled.

  • Bloom - Orbs Steal Experience - Whether player orbs can steal experience.

  • Bloom - Orb Biomass Cost - Self-explanatory, spent whenever an orb is created. Defaults to 5.

    • Orbs can be made free by setting this to 0.
  • Bloom - Orb Bloom Requirement - Corpse Bloom requirement for creating an orb. Defaults to 3.

  • Bloom - Orb XP Steal per Bloom - Amount of experience points to steal for each bloom level, starting at Tier 0.

  • Bloom - Orbs Diffuse Effects - Whether player orbs can give nearby parasites whatever effects the player had.

    • This process is referred to as Diffusion.
    • This only works for beneficial effects.
  • Bloom - Orb Diffusion Blacklist - Effects which orbs cannot diffuse from their bearers to nearby parasites.

    • Defaults to minecraft:invisibility, but more effects can be added.
  • Bloom - Orb Diffusion Whitelist - Whether the prior blacklist is a whitelist instead, only allowing effects on the list to be diffused.

  • Bloom - Orb Settings - This one's pretty complicated, it contains the potion effects applied by player orbs.

    • The formatting is nearly identical to base SRP orb config format, with two minor changes

      • (bloomRequirement)+ is prepended to all effects. So 5+0;30;1;srpcotesia:scrying;2;0 only works on tier 5.
        • This cannot be omitted. Put 0+ if you want it to work regardless of tier.
      • For multiple instances of the same effect, the one listed (and qualifying) first, top down, is chosen.
        • This is calculated seperately for effects which have different targets (enemies, allies, self, etc.)
        • This is how you get effects that scale in amplifier alongside tier, like with Hunger in the default settings.
    • Default: "5+0;30;1;srpcotesia:scrying;2;0", "5+2;30;7;minecraft:strength;1;1", "5+2;5;5;srpcotesia:recuperation;1;0", "5+0;5;-5;srpcotesia:recuperation;1;0", "4+0;30;3;srparasites:viral;1;0", "4+0;10;1;srparasites:corrosive;1;0", "4+2;5;2;srpcotesia:recuperation;1;0", "4+0;30;3;minecraft:hunger;1;0", "3+0;15;1;srparasites:viral;1;0", "3+0;15;1;minecraft:poison;1;0", "3+0;15;1;minecraft:hunger;1;0", "3+0;15;1;minecraft:wither;1;0"

      • Notice how minecraft:hunger is listed twice here. The one with tier 4 is listed first, so it takes precedence. The same happens for srpcotesia:recuperation.
        • However, recuperation also has a second instance with negative amplifier, but a different target (enemies), so it isn't ignored.
    • TLDR: List stuff in descending tier order.

hiccup

Changes

  • Changed early mixins to no longer reference config variables, to prevent unecessary class loading

    • Instead, they now have shady static variables in the aptly named SuspiciousVariables class, which references nothing else.
  • Adding points via infection no longer rewards kills if there is a Phase Cooldown active.

    • It also uses a mixin in effectCoth now.
  • Removed a ton of unused imports, it probably doesn't matter but eh

it astounds me how untested these features are

Changes:

  • Putrid Units can now be converted to Assimilated Flesh, just in case Assimilateds stop being accessible.

    • This is of course nigh pointless for regular players since they can't obtain Putrid Units anyway, as intended.
  • New Item: Dirty Needle, a dubious syringe filled with an unknown chemical.

    • Hitting an entity with it will break the needle, and afflict them with Embolism for 30 seconds.
    • Embolism causes COTH to work at quindectuple (15x) the speed
    • If the COTH Rework is enabled, it will slowly damage entities to the threshold
    • One can configure both the speed and the effects the needle gives.
  • Masticator Clouds can no longer infest blocks if they are on fire.

  • Most tools now have configurable durability. The Living Pick-axe and Living Scalpel also now have their own durability entries, rather than referring to SRP's value.

    • This includes the Masticator, which defaults to 0 to make it unbreakable.
    • The Living tools' config options default to whatever the Living durability is set to in SRP's main config file.
  • The Well Sealer no longer has a placeholder texture, or telekinetic powers

    • I.E. It should check distance now.
  • The Well Divining Rod now properly mentions which dimension the Well is in.

    • Additionally, its distance calculation for whether Well Sealers can be used has been fixed.
  • Wells draining points now has a sound cue and message.

  • Well sounds should now play properly. ONE EXCLAMATION POINT

  • Colony recording damage types should now work if a player is degenerating.

  • Rendering factory bound parasites can now be toggled.

    • Additionally, the Primitive Tozoon, Host, and Herd are no longer rendered this way.

Config Changes

  • Client - Render Factory Parasite - Whether the parasite bound to a factory is shown onscreen.

  • Item Settings - X Durability - X is the tool in question. There are entries for both Living tools, the Masticator, and the Well Divining Rod

    • The Well Divining Rod's default durability is now 200, from 100.
  • Item Settings - Dirty Needle Effects - The effects applied by the Dirty Needle. The format is similar to that of the Primitive Bolster's ally effects.

  • Effects - Embolism - New category

    • Embolism Enabled - Whether the effect is registered
    • COTH Speed Multiplier - The multiplier on the speed of the COTH effect while Embolism is active.

I am NOT A MORON !!

Changes:

  • Fixed Armageddon being disabled by default due to ineptitude.

    • This is just to make sure Wells are properly active, none of the other armageddon mechanics are enabled.
  • JEI now mentions how to obtain The Masticator

  • Internal change to capabilities, should no longer put a null nbt value if the capability doesn't exist (why did I do that)

Config Changes

  • Armageddon - Enabled - now Enabled by default.

Project members

roguetictac

Developer and "Artist"


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